The Blood Hunter needs an update!

Nilous7·4/23/2016, 7:49:40 PM·1 votes·912 views

So at this point, Warwick Warwick was promised a rework a while ago, if not years ago. But he's been relegated as a lesser priority than other problem cases, which I can accept. But It'd be interesting to see some work on him. I personally love the idea of the ravenous blood-thirsting wolf in the jungle ready to pounce on his prey. His Ultimate is absolutely icon, and characterization is definitely distinct.

But let's address some of his issues: 1: Warwick's kit is VERY simple. He suffers from being an older champion, in that he only really has 2 active skills.

  • His (Q) is a targeted direct damage attack, but is problematic in lane because it offers so much sustain. As such, its damage is lower while the mana cost horribly high for him.
  • His (W) while often unnoticed by most, and very dull has a LARGE sum of his power budget to it, because of how powerful it is as a buff to him and others.
  • His (E) is a passive, that has ABSOLUTELY no reason to ever be toggled off, other than the most niche cases. Often times, though, it just isn't enough power for him to chase down people, but if its tuned too high, its VERY oppressive for people to run from.
  • His ult is a bigger issue when it comes to suppression, and majority of champions that use a suppression mechanic are often tuned around it. 2: Warwick really isn't a threat to laners until 6. He is heavily dependent around his ult for a good gank, offering NO crowd control, gap closer, or burst to try and help early game with. And even by this time, there are other junglers who offer a greater threat than him at that point (Vi, Rengar, Sejuani, etc). 3: Warwick's niche in the jungle is how safe his clear is, but there are other junglers who just do that better too now (Xin, Jax, SHYVANA), who not only beat him at all points in the game (making them a better choice) but also clear faster than him.

So because of this, I personally had some thoughts on what I'd like to see on him to further his fantasy as a blood-hungry wolf that threatens any who tread off the beaten path. [Passive] Eternal Thirst: Warwick's auto attacks deal [.25% max health + 1% of target's missing health] and heal I'm for an equal amount, stacking up to 8 times and persist for 2 seconds. Lifesteal affects this bonus damage, and minions heal for 33%. At max stacks, Warwick's skills gain bonus effects. Stacks will decay one at a time. -- NOTE: I changed Warwick's passive to scale with his bonus health to encourage his traditional build path of being a more tanky bruiser, while encouraging his sustain fighting. However, I upped the cap of his passive to gate him into only getting the best cases out of it when he's in an extended fight where his drain-tank role is best used. [Q] Ravenous Hunger: Warwick's next 3 attacks deal [3%/3.5%/4%/4.5%/5% of target's max hp + (.2 AP)] bonus magic damage, with 60% bonus attack speed. Lasts 6 secs. Warwick heals for 80% of the damage dealt by these attacks. If Warwick has maximum stacks of Eternal Thirst, the damage from Eternal thirst is increased by 50% for these attacks. -- NOTE: I combined Warwick's old Q and W so as to allow more use to his kit, but also to mitigate the abuse of Warwick's current Q being loaded into a single point and click ability for sustain. It maintains him being auto-attack focused and encourages skillful plays around his passive. [W] Numbed by Hunger: Warwick gains a shield [80/100/120/140/160 + (3%/5.5%/8%/10.5%/13% max health)] for 2 seconds. Auto attacks extend the duration by .25 seconds. Warwick has 15% tenacity while the shield is active. If Warwick is at max stacks of Eternal Thirst, this tenacity is increased to 25%. -- NOTE: This is where I feel Warwick is given some more icon. He is supposed to be a beefier fighter, but often feels frail if he's being kited or unable to engage in a fight properly. Without making him as problematic as say Olaf being unable to be kited, Warwick could use a windowed anti-kiting skill to encourage him to run into a fight. [E] Blood Scent: Passive: Warwick marks all nearby enemy champions and neutral monsters with less than 30% maximum health, giving sight of them. If Warwick has attacked the unit within the last 2 seconds, Warwick gains true sight of the target. Auto attacks against them give 2 stacks instead of normal and Warwick moves 30%/35%/40%/45%/50% faster while moving towards a marked champion. If Warwick is at maximum stacks, targets below 50% are marked instead. Active: Warwick leaps to target enemy unit, dealing [20/35/50/65/80 + (.8 AD)]. If the target is marked, the target is slowed by [20%,30%,40%,50%,60%] for .5 seconds after Warwick lands. -- NOTE: By making Warwick's current E a partial passive similar to how newer champions have, the direct power budget of it can be tuned more to be situation, than the continuous "If anyone in a huge area is less than 50%" he currently has, while also giving Warwick players more chance to feel active and interactive. But more than anything, this would give Warwick a better Pre-6 gank potential by having a gap closer and potentially a slow, without having to rely exclusively on his Ult for relevance. [R] Infinite Duress: Warwick pins target enemy champion and suppresses the target for [1.2/1.5/1.8] seconds and suppressing Warwick for [.9/1.2/1.5] seconds. During this time Warwick will attack [3/4/5] times in .3 second intervals. Warwick gains 100% life steal for this time. Auto attacks on marked units reduces the cooldown by .5 seconds, 2 seconds if Warwick is at maximum Eternal Thirst Stacks. - NOTE: Because of the power being increased in his other abilities, I reduced the power budge of Warwick's ult. To start with, I removed the gap closer aspect of it, meaning he has to be in melee range to ult a target, allowing people to try to at least run from him before he pins them. The second, is I reduced the duration of it at lower ranks, meaning its less oppressive from the get go. But at the same time, in an attempt to make the ult seem less hit or miss, I gave Warwick players a way to have it up more, by preying upon low health targets.

Of course all of these numbers are hypothetical, and unable to be tested to full rigors they'd need, but they are at least comparable to current champion kits, potentially even undertuned. But I'd love for feedback on them, and for a Rioter to give their opinion. @ZenonTheStoic, @Meddler, @Morello,

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